Official #Sega
liif]
NEW!
BIT GRAPHICS
TO RIVAL REALITY
K MODEM
FOR INTENSE ONLINE GAMING
, GAMES AT LAUNCH
^ MORE THAN ANY OTHER SYSTEM EVER!
\
9. 9. 99
SEGA DREAMCAST GOES
\
INSIDE!
DREAMCAST
NEWS
PREVIEWS
FEATURES
REVIEWS
AND MORE!
imafirme
\
1 ' ■ ! I ^W^^
Oreamcast 90210? Ott God, no
WELCOME...
....To the Official Seg^a Dreamcast Magazine- dedicated to the most power-
ful and exciting videogames console in the world. Armed with a i28bit
graphics engine and a modem that will allow you to surf the internet, play
massively multiplayer games and even e-mail your buddies- Sega
Dreamcast is in every way a next generation entertainment platform.
It deserves a next generation magazine.
Like the system, we're ahead of the game. Dedicated to bringing you the
complete world of Dreamcast every issue, our promise to you is that we will
woric tirelessly for the biggest exclusives- never flinching from asking the
tough questions and never ever taking the PR line. We promise to furnish
you with only the very best demos on our exclusive GD-ROM so that you can
play before you pay and in our reviews we aim to set a new standard.
We will never review a game until it's completely finished. And when it
arrives in the office- we won't score it until we've played the whole thing
through- from the start menu to the end sequence.
But we're official, so we can't say what we want, right? Wrong. This maga-
zine carries the official license from Sega because that's the best way to
give you, the reader, the best value every issue, it means we can provide you
with a disc full of free demos and uninhibited access to Sega's legendary
and world-class development studios, it gives us the back-stage pass- and
that's better for you. But the door only swings one way. Sega has absolute-
ly no say in the content of this magazine. We are editorially independent-
beholden to no-one. We answer only to you.
So once again- welcome. Enfoy this sneak preview and join with us in look-
ing forward to Septmeber, when the world's most powerful console hits the
stores- coincidentally enough* just in time for issue One. Looks like
Christmas is coming early...
Simon Cox
Editor In Chief
DREAMCASTGI>-/70Af
ELCOME
iZSi
/*^1
^^^s^sm;
SOf^tt'-ADVENTURE O
V SPIN OUT IN EMERALD COAST ^^F
it's much, much more. Simply pop
the disc into your Dreamcast, p'^"*
up, and you'll no longer just rei
about the hottest forthcoming
games in our pages - you can j
ally play them weeks (and oftei
months) in advance of their arri
in stores. Every month, our dis<
also provide exclusive video inl
* views with important figures fn
the world of Dreamcast, video 1
throughs and strategies for the
toughest games, downloadable —
I VMU games, special saves, and cast
i iron pick-up lines,
f Plus, our special web browser
I makes it easy to go online with your
r Dreamcast and check out the muiti-i
* tude of Internet-exclusive news
* reports, contests, and other sp(
; goodies we have to offer at oui
f painting yourself blue and running
around half-naked isn't your idea of
fun, why not at least take control of
someone who makes it their life's work?
Yep, we're talking about Sonic the
Hedgehog, star of this month's featured
game on the DC-ROM.
He's back in action after a nearly two
year hiatus, and thanks to the modern
miracle called the 'demo,' you can sam-
ple the first level from his lat
est outing in Sonic Adventure —
- which, consequently, we've
reviewed in full this issue r
(Supertestp24).
Enemy smashing, ring grabbing, a big
fat guy named Robotnik... it's all there,
but trust us, you'll want to refer to the
controls diagram (see side panel) before
jumping in spines-first. ^
Once you've mastered the ^
demo, jet on over to our website at ^
www.dreamcastmagazine.com and "
see how your best time stacks up
against your fellow obviously much
slower - readers.
Happy spinning, and ditch Tails oni*
time for us. eh?
"Run. Sonic, run!" Playing hard to
get with a killer whale is risky
business - but it sure looks great.
Maintaining top speed through the
stage is crucial, so no waiting
around for that freakazoid fox.
When dolphins attack! Sonic
Adventured Emerald Coast
wouldn't be right without them,
HAymaTROUBLE?
HOWrO... BLAST THROUGH STAGE ONE
1-800-555-4357
onic Adventure's demo stage on
' this month's GD ROM contains a
handful of hidden shortcuts that will
shave precious seconds off your total
time once uncovered. Fortunately, you
won't have to poke around for them, as
DCW has already done the legwork for
you.
The first of these top secret paths is
Coast. Run along the steeply curved
rock wall (alongside the waterfall) and
make sure to stay as far up as possible,
e small cave at its
end. where a series of springboards will
propel you ahead in the level.
Another not-so-conventional short
yards after the shortcut you
just encountered. Getting the
timing just right will bypass '
the corkscrew and send you
straight through the tunnel's
center.
Finally, perform Sonic's spin dash at
the base of the incredibly steep ramp
you'll find after exiting the tunnel, and
hold hard right as you reach its top.
Keep holding right until you land on the
beach below, and you'll have blown
past an entire section of the stage.
Publisher: Sega of America^
Contact: 1-800-555-73^,2 •
Online: www.sega.cor"
cut mvolves leaping the moment you rii
the acceleration pads that lead into the
"corkscrew cavern" about a hundred
Analog Stick: Walk
and run ^
D-Pad: Switcf
a first-person t
" It, enabling SonIC'
around at his sur-
'TOtJndings j
"^"' mp (Tap again -^
e air to perfornfi.
I attack)
pin Dash
Jin Dash
3t Used
'Dtate camera rlj'
)tate camera le(
u
^
>iurttrri
SEGAIMI.I.r2
GET IN AND DRIVE!
^s^
othing's more relaxing after a congested,
_ _ stressful drive on the highway than firing up
your Dreamcast and getting behind the wheel of
another car - one that, unlike your own, can be
rammed into opposing traffic without risk of bodily
injury or irksome lawsuits. It's with this goal in mind
that DCM has slapped a playable track from Sega
Rally 2 onto this month's DC-ROM.
Upon starting up the demo, you'll be presented
with two cars: the
Lancia
Stratos and
Toyota
Ceiica. The
.^--^
1
1
i
•J
Itog stick: 1^
liog steering W^
^d: Digital ^1
select menu iteir^^l
lack up through
land brake |^
>iange view ^V
\
:.'^im
;"=^
Stratos boasts the best acceleration of the two,
while the Ceiica is an all-around good handler.
Whichever you choose, you won't be caught short of
horsepower - these cars tear up the gravel with
Batmobile-like ease.
Once you've mastered every twist and turn of
the demo course, speed on over to DCM's website
at www.dreamcast magazine.com and upload your
best time for comparison against those of your fel-
VIVIUD0IV/VI04D5
SONIC
c# rc^fvf vnc^
n
We've bred this pint-
!
ur racing skills up to snuff in our How
section, which starts on page 30.
Publisher: Sega of America
Contact: 1-800 555-7342
Online: www.sega.com
Ready, set, go! Keep the pedal to
the metal and you'll have no
problem leaving your competi-
tion in the dust.
Practicing proper cornering tech-
nique is essential to winning, but
nudging other cars off the track
never hurts, eh?
Hurtling full-throttle into pud-
dles will muddy your car - just
don't let this cool effect distract
you from the track ahead.
WATCI
EXCLUSIVEI>i7£4/irC>l5rGAMESPi7EWEII^
y compliment DCM's extensive
Tokyo Game Show coverage which
starts on page 6. this issue's GD-ROM is packed to
the gills with exclusive video footage from every single
Dreamcast game displayed at the three-day Japanese
sized dynamo with
only the best and most
skilled of Sonic's animal
pals to instill in him light-
ening fast speed, not to mention
dashing good looks. Just don't tell your
friends where you got him, eh?
To get our extra-special Chao onto your
VMU. first select the "VMU Downloads"
option from the main menu of the GD-
ROM. Now highlight "Super Chao/ hit the
"A" button, and he'll be downloaded and
ready to race in no time flat. For
more information on Sonic*s
cute comrades, be sure to read
our Sonic Adventure Su|»titMt
review, which starts on page 24.
PROFILE
In the DCM hot seat
this month is Bernie
Stolar, president and
chief operating office
of Sepa of America.
.^.
minute clip and accompanied by our running commentary.
So. if you're in the mood for a sneak peak at the games of
2000, go for the **Watch It!" option on the DC-ROM's main
menu and grab yourself some popcorn.
Viewing pointers: Hitting the "A" button will pause the
^. --r
event - many of which you'll see previewed in these pages video, and hitting "B" kicks you back out to the game
in the coming months.
From Sega's Shenmue to From Software's Frame Gride,
each of the more than 25 games is represented by a two-
selection menu. Pressing "Y" will bring up a VCR style con
trol that lets to move frame-byframe though those extra-
special moments.
Frame Gride: Watch it on the disc now!
•
Editor In Chief
SIMONCOX
Art Director
QREQORYI#4^
Senior Editor
mMmrNELsoN
Reviews Editor
FRANCESCA/7Er£S
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016SEGA'S 024 SONIC
SHENMUE ADVENTURE
APVERTISINQ
DOUO FAUST puMlahw
CHtIS POVIO r»«lwMl aavvrNalnt mwtogvr
IT'S TAKEN FOUR YEARS AND OVER
20 MILLION DOLLARS - AND THERE'S
STILL A WAY TO GO YET. WE BRING
YOU THE FULL STORY ON THE GAME
THAT COULD CHANGE THE WAY YOU
PLAY FOREVER
SONIC SPINS BACK INTO ACTION!
WE RATE THE GAME THAT YOU CAN'T
AFFORD TO MISS - PLUS! THE LOW-
DOWN ON THE LEVELS, THE SECRETS,
THE CONTROLS, AND HOW TO BREED
YOUR OWN A-LIFE 'CHAO' THING!
PRODUCTION
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020 FEATURE
DREAMCAST
101
EVERYTHING YOU EVER WANTED TO
KNOW ABOUT DREAMCAST BUT WERE
AFRAID TO ASK. WELL, ALMOST...
i^tj Fil i^i li >n J M
T
JUNEI999ISSUEO
SEGA DRE AMCASTNEM'SNETW
1/
UFTOFF!
FOR DREAMCAST AT TOKYO GAME SHOW
As well as giving the world its first
taste of Shenmue, the Tolcyo
Game Show played host to around
fifty other forthcoming Dreamcast
games - demonstrating plenty of third-
party commitment for the system.
Sega knows that for Dreamcast to suc-
ceed, it needs to cover a number of
popular genres • namely driving, fight-
ing, sports and RPGs and they were all
well provided for (and a few decidedly
odd Japanese ones besides - see side
panel).
As the surging tide of Japanese
gaming press flooded into the cav-
ernous Makuhari Messe convention
center. DCM used its long-legged
Gaijin advantage to break early for the
Sega booth, arriving seconds before
the hordes and securing a stint on
Shenmue- Sega genius designer YU
Suzuki's epic action adventure.
We are happy to report that
Shenmue is only months from comple-
tion, and is visually amazing. There's
so much to say about Shenmue, in
fact,that we have dedicated our lead
preview to what we saw at the show.
To get the full scoop, turn
to page 16, and then come ^H^
S«fa*s booth was once again the center of attention, with top tHles Shenmue, Soul Catlbur,
and The House of the Dead 3 pulling the crowds • consisting mostly of journalists. Ylkes!
back here for the low-down
Tecmo's Dead or Alive 2 gave
Shenmue a run for its money in the
'wow' department (located just to
the left of the 'huh?' department). It
looks amazing.
on the other hot Dreamcast
titles that lit up the Sega booth.
MEN TIGHTS
Namco weighed in with its superb
arcade conversion of fighting game,
Soul Callbur, to make good on the
promise it made to support Sega as
long ago as last September. The char-
acter models are a generation ahead
of those in Sega's own Virtua Fighter
3tb, and it drew a great deal of inter-
est from the press - as much- if not
more, than the 2D Marvel v$ Capcom,
which ran along side it. Capcom's title
may not look like a technical.
erm...'marver. but the oversized
sprites and detailed cartoon anima-
tions make it the best example yet of
its kind.
As for that other Capcom fran-
chise- Bhhazord - all that what shown
of Code: Veronica was a couple of min-
utes of video. They were great min-
utes, featuring giant spiders and the
usual assortment of humans welt past
their expiration dates, but no-ones
saying when playable code will be
available.
Sega took care of those who like
their fights a little less improvised with
Giant Gram wrestling which was good
for a laugh.The only real disappoint-
ment was SNK's King of Fighters
Match S999 -which was still funny- but
in a 'laughing at it, not with if sort of
way. The crappy resolution of the
sprites, coupled with severely dated-
looking animation make it an excel-
lent candidate for next issue's Disc
Inferno.
Flying the flag for sports were
Let's Make A Frafessionai Baseball
Team and Soccer Team games from
AfEIKSCAST^^ SNK announced that its handheld Neo Geo Pocket Color system will be coming to the States this month
6
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Sega, which play well enough and
mix management strategy with
arcade style action.
GET WID'/r
Coin-op conversion Get Bass was
also pulling the crowds (well, at
least three people stopped and
stared at it, and two picked up the
controller and made fishing faces)
and Sega provided
its new controller,
which we can report
is everything a fish-
ing controller
should be. No-one
here fishes, so it's a
little hard to tell,
but it had the reel
and you could turn
it, which seems
about right. It even
smelled fishy
(although that
could have been the
sushi lunch packs).
DCM comman-
deered Konami's
Air Farce Delta,
looking forward to
some Top Gun dog-
fights, only to find a
pretty average
knock-off of
Namco's arcade hit
Ace Combat A competent, but shal-
low start for Konaml.
HEMyMETAL
Still the most popular giant
robot/mech franchise in the country
(and pretty popular on the world-
wide Anime circuit too), the 30 year
old Gundam illicits a huge turnout
wherever it rears its metallic head in
japan. Which explains the crush sur-
rounding Gundam SideStary.
Blending first-person mech combat
with third-person stomping-around,
Bandai has captured well the feel of
marching about the landscape in
200 tons of steel.
The same goes for From
Software's Frame Gride, which
showed potential. This arena-based
robot combat game was running
online via the Dreamcast's 33.6Kb
built in modem - pitching you
against unknown opponents from
one of the other demo stations on
the booth - which made the one-on-
one combat particularly engaging-
and personal.
With fighting, wrestling, sports,
fiying and driving games all neatly
accounted for- as well as gun games
(in the form of the complete and
superb The House of The Dead 2)
only one genre remained underrep-
resented- first person action.
Regrettably, the only one available
was Maken X from Atlus- a textbook
example of how not to do it. featur-
ing plodding controls, poorly ani-
mated characters and less atmos-
phere than the moon on a particular-
ly quiet Sunday evening.
HELLO
The real star of the show, however
(at least in terms of visuals)and the
perfect remedy to Maken X, was
undoubtedly Tecmo's Dead or Alive 2
■ which looked absolutely stunning.
Shown on a giant screen at Tecmo's
booth, the game boasts the most
incredibly complex character mod-
els. The detail of the in-game mod-
els is just breathtaking - way ahead
of Sega's own Virtua Fighter jtb-
and significantly better than even
Namco's Soul Calibur. The version in
the movie is currently running on
Sega's Dreamcast-based arcade
board, Naomi, so expect the home
version to match the coin-op pixel-
for-pixel. For more on this title, turn
to page 8.
With just four months to go
before the US launch, the Tokyo
Game Show proved that Dreamcast
is just now beginning to reveal its
potential as the greatest games
machine ever made. Sega's promise
of at least ten top-tier titles for the
US launch is right on target.
" If I can just reach that fishing controller,
maybe I can use it to defeat the evil genius
Dr. Octopus! Or t could just play Get Bass
until my brain turns to Ramen...**
Capcom has a strong show with the com-
plete Manftt vs Capcom and more video
footage of BiotHUord Code: Veronica. Still
no word on a release date beyond '1999*
Shenmue: Fully playal»lt
at the show, with breath-
taking visuals and plenty
Dead orAilve 3: Shown
on video only- it> the
most Impresshfe looking
Dreamcast title yet
5oulCaUbur:n%mta
comes good wKh this
Incrediole arcade conver-
sion
Air Forte Delttt: \Mi\
Konami demit with a
average arcade title
very
maken X: Not yet fin-
ished, but already looking
like a complete oisaster
%'■
•^
^
/'
^^■*f-ns:* J5,
Klna of fighters Dream
Itch 1999: A nigtitmare!
Mat
*
'COLD1./KESUSHI
priced at $80 and can be linked to the Dreamcast via a cable ^^Core Design announced Fighting Force 2 for Dreamcast ^^
BOUHCVNGBACK
DEAD OR ALIVE 2 TAKES FIGHTING GAMES
- AND VIRTUAL PIN-UPS - TO THE NEXT LEVEL
H A'c. M v\orK on Vega's DredmL»ibl unvf n Nitotm ariaoe Haiowafe, ttie uiifilt-u ^lllil .li
Tecmo - more specificallv. the keenly-named "Team Ninja* - are lending their fighting game
know-how to a fabulous looking sequel to 32bit fighting favorite Dead or Alive. Boasting the
mo^\ exquisitely detailed characters yet seen in a fighting title (which, consequently, have been
1 entirely by hand - yes, even their bouncy bits). Dead or Alive 2 also makes strides in
ig the 3D fighting arena itself. Rather than simple walledin affairs, the stages are utte-
ly vast. Many include whole annexes into which the melee spills over, whether by throwing your
opponent through windows or off waterfalls. Like Virtua Fighter stb, DOA2 also features tag
team play. but. unlike Sega's fighter, your partners are always visible on the sidelines and can
10 into battle mid-match without so much as a stutter.
"Gnnnr! Gnnnr! Gnnnr
did you say?" Hulk Hogan\
double. Bass, tests his latest
pick-up line on Kasumi. Guess
what happens next...
"
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It's Spice Girls
wannabes versus Power
Ranger clones in a battle
for the future of fashion.
Let's hope they both
lose, eh?
SOUL CALIBUR UNDERGOES A SIGNIFICANT TUNE-UP FOR DREAMCAST
attack, training, spectator, and Vfrtua Fighter stb-Wke tag-
team play. Namco is confident of the title's success, and
chances are good that it may be the first of many from the
Hugely popular in arcades. Namco*s third 3D
weapons-based fighter is officially - and
exclusively - bound for Dreamcast release.
Namco unveiled a fully-playable version of
Soul Catibur at Tokyo Game Show this
March, and the bevy of promised
Dreamcast'only enhancements were already in
play. Vastly improved character detail
and animation are the most prominent
byproducts of the re-tooling, although the
rock-solid 60 frames- per-second game-
play is certainly not to be discounted.
Also to be expected in the final product are
five new play modes: versus, survival, time
company for Dreamcast in coming months.
SmitCi
tter visuals, more features than coln-op.
BACKfOTHE
FUTURE
ft*^ obvious that
someone at UK-
based Criterion Studios
has fond memories of
Back to the Future 2, as
its first Dreamcast
game, Velocity:
Trickstyle, borrows
heavily from the film to
create an experience
that*s two parts Top
Skater and one part
Wipeout. \Vs the
year 2066. and
the world's popu-
lation has taken
up anti-gravity
racing as a means
to combat the
boredom brought
on by global
peace. Nine char-
acters are selectable,
and racing takes place
in four locales - London.
New York, Cairo, Tokyo -
each holding a myriad of
shortcuts to uncover.
Tricks are central to the
package, and it's with
this in mind that a four-
player half-pipe mode is
In the cards, with online
play between Dreamcast
and PC players also a
distinct possibility.
Racing luge-style yields
more speed, while going
head-first allows for
basic conibaL
STO^ raiSSI Sega president and COO Bemie Stolar has confirmed a price and date for US Dreamcost - $199 on 9/9/99 ^^
8
SONOFAGUN
Shiny has singled out
Canadian developer
BioWare to deliver a
Dreamcast follow-up to
its darlcly comedic action
game, MDK.
Unlike its predecessor,
MDK2 has you controlling
three distinct characters
over the course of its
nine stages. Hero of the
first game, Kurt Hectic
returns. Armored Coil
Suit intact, he comes into
play for stages where
stealth and pin-point
accuracy are needed.
Joining Kurt is his jet-
paclc-donning dog Max,
who can wield up to four
weapons simultaneously.
Rounding out the tot is
the elderly Dr. Hawkins,
who excels at combining
items MocGt/yver-style to
create exotic super-
weapons. MDK2 remains
a purely single- player
affair. "We're trying to go
for more of a story-based
action-adventure game.
more so than MDKi
was," says BioWare co-
founder Greg Zeschuk. In
development concurrent-
ly with the PC version.
MDK2 will premiere
simultaneously on both
formats this September.
■| think the Dreamcast
version will in some ways
be the best looking of the
two, since that's the one
we're spending the most
time optimizing,"
Zeschuk surmises.
MDKi: videogame or love
child of Timothy Leary and
H.R. Geiger? Answers on a
postcard, pltase.
II00PIME4/MS
NBA BASKETBALL 2000 DRIVES FOR ULTRA-REALISM
^^een to provide an unprecedented breadth of available genres at Dreamcast's launch, Sega has committed to
l\ delivering a second sports title along with the system this September. As with NFL Football 2000, NBA
Basketball 2000 is developed by Visual Concepts, and with the same ultimate goal in mind: ultra-realism. The game
boasts more than four times the motion-captured moves per player of any
other basketball title, detailed facial animation, and true-to-life ball and col-
lision physics. Sega also promises more than 400 individually modeled
players, polygonal
coaches and offi-
cials, and 28 indi-
vidually modeled
stadiums. Add in
brisk 60 frames-
per-second game-
play, and we may
just be looking at
the most realistic
hoops game to ^^^^^^^^"""^MPVI^^^^H ^^^ ^^^^^ * ^>"*« O"^* Presumably
^^^®- l^B^^^^^^m m. ^SmW'^^^^^^ from the filming of Kazam! 2, to fea-
ture in the most jaw-droppingly
realistic basketball simulation ever.
WRIST4Cr/0/V
~ s the latest addition to
Casio's growing line of G-
Shock timepieces, the sky
blue DW-9000 G-Lide repre-
sents the pinnacle of --
sports watch design.
It features a back-
lit display, multi- !
function alarm, V "
stopwatch, and cal- 1
endar- in other
words, it's never been
easier to manage life in
between rounds with your
favorite Dreamcast games. It's
also waterproof to 200 meters
and tough as nails, so even
when you're sleeping with the
fishes, it won't be.
Price: $140
Manufacturer: Casio
Contact: www.casio.com
KKKOFF
SEGA HITS THE FIELD WITH NFL
FOOTBALL 2000
Football games have become a
yearly staple since the massive
success of EA's Madden on Genesis,
but never has one been available
immediately at the launch of a new
system. When Dreamcast makes its
way onto US shelves this
September, it will be accompanied
by Sega's first football title since the
i6bit days, and early glimpses suggest it
may usher in a new level of realism for the
genre. This unprecedented realism is gener-
ated via players that possess more than
1.300 motion-captured moves apiece, polyg-
onal sideline crowds, and 32 painstakingly
re-created stadiums - right down to the 3D
spectators. Sega also plans to include an
on-the-fly play editor which utilizes the
Dreamcast VMU as a personal viewing screen,
so your opponent won't see the plays you're
running against them.
Hyper- realistic physics
and player animation are
a given, but what about
the beer and pork rinds?
Cool Boarders from UEP Systems will hit Japan in June, featuring trick, trial, and half-pipe modes plus two-player racing
9
FANTASYiZOAi^
TIMEIVIUTELL
CLIMAX LANDERS IS COMING. TIME TO DIG OUT THOSE PIXIE EARS
One of the most anticipated
titles for both US and
Japanese gamers is Climax's
latest role-playing effort, Climax
Landers. Close to release in Japan.
Landers borrows both concepts and
characters from its own back-catalog
of RPGs. while promising to offer some
new features . Responsible for
Landstatker on the Genesis and Dark
Savior on the Saturn. Climax has
earned a strong reputation from RPG
fans and the company's first trip into
Dreamcast territory looks to uphold it.
At the game's forefront stands the
hero, whose expert handling of the
blade grants him his moniker Sword.
Possessing an innate ability for a spe-
cial type of magic. Sword is chosen by
an elder in his village to solve the rid-
dle of his homeland. Apparently, much
to the dismay of the citizens residing
on the group of three small continents,
the world of Climax Landers is also
home to a space-time shift that has
the power to warp characters back and
forth through history. As a result.
Sword is able to travel to different
Q&A
The muUi-talented Sword of Landers' fame will have a chance to time travel (topj
fight large bird creatures (bottom left) and chat up some girls (bottom right).
One of my favorite games on the
S.iturn continues to be Pan/er
Dragoon Saga. My question is, now
with the news that Team Andromeda
ti>is parted ways with SEGA, can we
still expect any sequels to the game
on the Dreamcast or does Team
Andromeda own intellectual rights to
iu' franchise?
PDS is one of our favorite Stn
('(js as well, and you can expc( t
"i,it Sega won't be hailing prodn
tion on any kind of sequels to th.
game simply because the develo*
ment team has disbanded. Sega still
n'tains all the rights to the series
.ind therefore, there's nothing pff
venting them from delivering a
Dreamcast Pan/er Dragoon Sagu -.
i)h and by the way you're not real
,ire you? You're just a made up lettt't
tot the purposes of this prototyp<
periods, including 1980's Japan and
prehistoric sites. Therefore, you can
fully expect to be standing in the
check out line of a convenience store
one moment, and speaking with
princesses and knights the next.
Incorporating randomly-generated
dungeons similar in concept to those
in ESP's Evolution, Climax's president,
Hiroshi Naito comments that "dun-
geons change each time you enter
them. You enter each dungeon as a
beginner and progressively power up."
That said, you'll need as much help as
possible from Sword's party members
which include such esteemed RPG
alumni as Lyle the elfin thief from
Climax's Genesis action-RPG
Landstalker, as well as Marlin, a mage
who made her debut in Shining in the
Darkness. Also onboard is Lady (the
female martial
artist from the
Japan-only
Ladystalkedf Rao
(a half-human, halMion
warrior) and Marion (a
wooden female puppet).
Combat appears to
be more action-oriented
than most RPGs from the
early versions of Landers which
would make sense; Climax has
made its name for the most part off
the success of its action RPGs in the
past. And with full VMU support for
more than 10 mini-games that allow
players to swap monsters that they've
captured as well as participating in
breeding and "casino-type" activities.
Climax Landers is a sure bet for US
release. Can't wait.
Dreamcast's other big RPG on
the horizon comes courtesy of the
company responsible for some of
the most successful and beloved
role-playing titles on the Saturn.
GameArts. Barring the system-sell-
ing achievement of Red Co.'s
Sakura Taisen series. GameArts*
character-driven RPG, Grandia, was
a compelling reason to own a
Saturn and learn Japanese.
Following the adventures of Justin
and his childhood friend. Sue,
Orandia's massive world and clever
battle system wooed gamers and
the game firmly entrenched itself in
the hallowed halls of classic RPGs.
Now with Dreamcast. GameArts
is set to do it all again. But, this
time around with the system's
incredible processing speed and
polygon power, gamers can expect
nothing short of a graphical show-
case. Not only do the screenshots
show off impressive lighting effects
and detailed character designs,
GameArts has also announced that
Grandia II will support two players.
How this feature will be implement-
ed into gameplay is unknown,how-
ever. it is known that the sequel
takes place four years after the
original with many of the main
characters returning in more
mature form. Slated for a
summer release in Japan, you
probably won't see it here
in time for the launch.
Christmas? Maybe.
one or the most anticipat-
< in nreamctst's line«ip,
a lot to Ihft up to.
^ u :ii
10
ARC
SEGAJOW-O
CRAZY
"YOU TALKIN' TO ME? THERE'S NOBODY ELSE HERE..."
Freedom within a bustling city is the core
appeal of the latest coin-op from Sega's
Japanese labs. Crazy Taxi chucks you in the seat
of a bright yellow open-top cab in San Francisco
and offers one objective - to pick people up at
the roadside and get them to their chosen desti-
nation as swiftly as possible. Reckless driving is
not appreciated by some passengers, though - a
lower tip is their way of letting you know.
Packed with pedestrians and dense with other
traffic, we found there's a tendency to career
around the city trying to ram as much as possible
at first. But as with LA Riders, progress can only
be made by hunting out shortcuts (often narrow
one-way streets) and accruing as many time
bonuses as possible. Funnily enough, the urban
humor and garish hues of Crazy Taxi also reminds
slightly of age old Atari skateboarding classic
720*- perhaps no coincidence since the creator's
previous project was the excellent skateboarding
Sim Top Skater.
echnicatty there are few differences
I between Oreamcast and Naomi apart from
an extra amount of RAM on the motherboard
and the code being mounted in ROM. instead
of on CD. This means that the conversion
process is relatively straightforward and only
tweaks such as reducing the number of tex-
tures are required for it to run on Dreamcast.
Perhaps the most encouraging aspect though
is that Naomi is cheap and is therefore facili-
tating slightly greater creative risks within
Sega. Apart from planned multi-screen efforts
such as Airline Pilots and Ferrari 355, some
titles (the first will be CurT b'o-v Ai: Upon
Pro Wrestling .) will even feature cross com-
patibility between the Dreamcast's VMS and
the coin-op - simply plug your VMS into the
arcade cabinet and your favorite trained char-
acters will become active on the big screen.
Sega says a further two or three games will
utilize this cross-fertilization of code this year.
In terms of handling, the ultra fast and comi-
cally exaggerated dynamics of Crazy Taxi make
Sega Rally look like a lesson in simulating car
physics. Employing some of the most exaggerat-
ed driving moves yet seen in a racer, power-
slides, jumps and even acceleration/braking
combos are possible while you're weaving in and
out of the traffic trying to keep a cool head. It's
all very 70s cop show car chase. And it works a
treat.
But this Is no slouch in the visual department
either. Packing Naomi technology under its hood
(see box-out), Crazy Taxi is perhaps the best evi-
dence yet of just how good Sega's new console is
at throwing polygons around the screen. Streets
unravel in to the distance with minimum pop-up
and everything runs at a silky
smooth 6ofps, but where it
really scores in its use of realis-
tic lighting and shadows - try
and find another game that
^^■LA^
mn^,:
^^■mm
S«ga*s Cmiy Taxi: You race around the city picking up fares and dropping them off at their destinations in as little time as possible. The
best fares are usually the most difficult to get to. but pay more. There\ a time-limit, of course, and it's best if you don*t try to mow
them down with your taxi- at least not before they Ve paid the bill. Expect this one to arrive on Dreamcast before the year Is out.
11
^^'_
T in if
NEWSHETVUORK
~
r ,
r
r
-
j-
^
" ^ ^
1
L
!^4C
4
^ W
▼
JAPAN
.11.1 iij.i.iiiii.i.iiiiiiiiiiii^iaaiiiiaaaaaaaJ
^imri/niQAMEurlHEMONTH
" ' GET BASS
It's either your idea of heaven or officially the
least interesting sport this side of the Seniors Lawn
Bowling Tour. Whichever side you find yourself on when it
comes to fishing, Get Bass will have you dreaming of elec-
tric, er... fish for weeks to come.
Currently only available on import. Sega's bass fishing
sim is a pixel-perfect port of its arcade classic of the same
name with an added 'consumer mode* featuring extended
multi-stage tournaments , the option to fish as the fairer
sex and access to your very own tackle box.
Not convinced? Play it. and you'll be (ahem) hooked.
With the time limit ticking down, and the ever present dan-
ger of losing a big catch. Get Bass is a lot more exciting
than you might at first assume. Catch a 'Big One!' and you'll
realize just how satisfying a game can get. Lose one, and
you'll get right back in there for another go - every time.
But for the ultimate thrill-ride (or what passes for
thrills in the fishing community), you should buy the bun-
dle and get your hands on the fishing controller. It has a lit-
tle gyroscope hidden inside for detecting your arm move-
ments so that you can cast your line without using a button.
Of course, you look sort of stupid doing it, unlike real fish-
ing (apparently).
Price Y58oo($5o)
Developer Sega
Publisher Sega
Origin: |apan
Online: No
Multiplayer: No
Peripherals: VMU.
Fishing Controller
DC lAPAN
.GAMING NJWS FROM JHEJOKYO.B^^^
IMAGE ROCESSING
S«ga's current wave of ads in japan are something of a departure from previous cam-
paigns and feature Sega General Manager Yukawa Hidekazu trapped in a sinister daydream
where children are not what they seem. Below is a translation of this latest media salvo- along
with our own interpretation of events...
Translation: Hidekazu
appears on a mountain-top-
dressed, in a Savitie Row suit
with some children
DCM dub: "Hello. I'm looking
to buy some children for a top
secret government project
Akira."
Appearing friendly, they lull
the charming Hidekazu into a
false sense of security. "Sega
has changed", they cry. "
Really?" replies Hidekazu
"You can have my sister for
loo Yen. She's the one in the
yellow hat."
Suddenly- their eyes turn
black and they scream: "No!
it's a joke! We don't need
Sega- we want PlayStation!"
"No! You can't have herl You
can't buy any of us!
We're...Children of the Com!"
Oh no! Hidekazu has been
duped by demons!
"Children of the Corn! Oh no!
I wish 1 had a big hole in the
ground to jump into!"
Suddenly, the ground opens
up and swallows ladies-man
Hidekazu
As if by magic...
His secretary has caught
the worldly Hidekazu sleep-
ing on the job...
Luckily, his fall is broken t>y
an exact replica of his own
office.
"Are you okay? * she asks. '
Yes," he replies.
"The Children of the Com
an here to see you. Mr
Hidekazu. "
Hidekazu reflects on his
nightmare.
"Perhaps this giant logo will
protect me?" He thinks,
emerging from the desk.
12
SMHEDIFFERENCE
Okay- so we admit it. there are other
Dreamcast magazines worth looking at
on the planet- but they're in japan. The
magazine market over
there now supports
four different
Dreamcast magazines -
the best two of which
we picked up while at
the Tokyo Game Show.
DC Dreamcast is Japan's
official magazine for
our beloved system and
has been around since
December of last year.
Oddly, the free GDROM
is packaged with
Softbank's 'Dreamcast Magazine*-
unofficial. but equally unrivalled in
terms of news, previews and mad
pages full of readers soft-porn Manga
illustrations. And before you ask. no.
Not ever. Keep them to yourself.
TWO/lfOiVr//«WITHOUTrO/i.£7PAPER!
If you thought the Truman Show or EDTV took tele-
vision a step too far. then wait 'til you get a load of
Japanese variety show Susunu Den pa Shonen (Don't go
for It. Electric Boy!). Taking an unemployed comic named
Nasubi (which translates as 'eggplant'), the show locked
him in a room with his only sustenance for is months
being whatever he could win through entering competi-
tions in magazines, airing his plight for 15 minutes every
Sunday night. His first several meals consisted of noth-
ing more than the Tokyo equivalent of Alpo. and it took
him months to win toilet paper.
Spying an opportunity for a game. Tokyo-based
publisher Hudson (tietter known for its hit Bomberman
titles) has created the interactive Dreamcast version of
the show - complete with a naked cartoon Nasubi- his.
ahem, 'interactive* areas covered by - yep- an eggplant.
We would usually be the first to bemoan the fact that
Japanese games so rarely make the leap to the States,
but in this case, we'd be sort of relieved if it didn't.
mhM
111 i'rtf mW
DCEUROPE
TRANS-ATLANTIC DREAMCAST NEWS
DRIVERSir4/VrfP
METROPOLIS STREET
RACER GATHERS SPEED
As Caiy Taxi (see page 11)
demonstrates, the Next Big Thing
when it comes to racing games is
city driving. If
you've ever wanted
to take part in a
real Hollywood car-
chase, complete with screaming
pedestrians, empty cardboard
boxes and (inexplicably) chickens.
then Metropolis Street Racer will
take you there.
Racing through London, San
Francisco and Tokyo, you'll be
screeching around over two square
miles of map at each stage in one
of twenty different licensed sports
cars that include the Acura NSX.
Ford Mustang and the Italian Rat
Barchetta, as well as other assort-
ed European and Japanese autos.
We called Bizarre Creations
producer Brian Woodhouse. and he
explained the challenge thrown up
by creating such an open road. He
was on his cell phone doing about
7omph on the freeway when we
Follow that car! Metropolis Street Racer features cars from Europe, japan
and the USA • and some of the most amazing lighting effects ever!
called him up...
BW: ' Racing around a city throws
up many challenges..hang on a
minute..' (screeching of brakes).
DCM: 'Brian?'
BW: 'Sorry. Now where were we?
Challenges. The main one is how to
maintain accuracy and a 'real city'
feel without compromising the
structure and playability of the
game itself. You can use made up
cities, like most games do. but
we're doing real life, so you need to
represent what's there, and there-
fore the choice of which areas to
model has to be really carefully
considered - '
(A hair-raising thud and crunch fol-
lowed by more screeching of
brakes)
DCM: 'Brian? Are
you there?'
BW: 'Sure.
Sorry about
that..l just hit, an erm..rabbit
or something.'
DCM: 'It musfve been a pretty
big rabbit. Brian.We could
hear the bump from here.'
(Sirens)
BW: 'Look- it's been nice talk-
ing to you. but I have to go.
Thanks for the opportunity
and stuff. Bye,*
(click.)
DCM: 'Yeah, so
long.*
Metropolis
Street Racer \s due
out in September. Read our
full preview of this stunning
game next issue.
EUROPE
xlxlalilUililihl.liUUixliltl
13
SHINYA
up clos^^personal with
PROHLE
L'lilly rockfting from lot^
icurity to high priority in
'amcasl's most-wanted-
Stinger is an all action, thirdperson
shoot 'em up that takes Sega's console
by the scruff of its nock and attempts to
shake the best out of it. DCM met with
producer Shinya Nishigaki at Climax's
HQ to talk about Blue Stinger,
Dreamcast and what the collision of the
two will offer... j
ACTI0N//£i70
DCM: Wh.it do vou think B
In terms of content, we wanted
players to have the experience
Shinya Nishigaki ;
^'■lieve the most
important thing is
and Spielberg. But also the newer
generation of directors such aslohn
rpenter and joe Dante, plus
specialists in visual effects. As for
games. I entered the game industry
because of Dragon Quest. I think the
emotional parts of my game have be
influenced by Dropon Quest.
SN:Wr irly targeting people
Who rent Hollywood movies durmg the
weekend; people who do not have a
great experience of games but who like
fnovies. Because of that we wanted to
make a movie like game with an e
interface.
e dellMHlbr
^^^icapabilitiesofthe
of a Hollywood movie in on Dreamcast graphics
card. We wanted to
interactive way." see how far we could
1 push the Dreamcast
in terms of realtime polygons. In terms ,
' of content, we wanted players to havii
the experience of a Hollywood movie in
an interactive way. Players will become
the main character of an action movie
SN; No half action, half adventure
SN: When I was i2years old, I used tOs^jiH
play with an 8mm camera, so naturally
I'm a fan of movies. In japan it's
impossible to make Hollywood-style
movies - it's too expensive - but with
computersmany things became ^,
possible. All the stages of movre^vij^
production have become possible for
SN: No. that's not our mtention.
Influence from the visual effects in
Hollywood movies is strong in Japan,
too. It's not really a character game;
Blue Stinger falls into a zenre that did
not exist before in japan, j want to see
as a new genre for japa
WARPED
SN; rj r Stinger \\\
creating a new genre. I played the
original D I thought that more games
like that would be a good thing for the
ti'^inarket. I'd prefer to view D? as a
^mm-
SN: You can select two characters
a 'standard* type and a 'hard* type,
providing different game feelings. For
■f;€xample, the combination of Elliot and
Dogs - they use different weapons ar\C
have very different characteristics.
DCM: The game features some
pretty spectacular explosions. How
many types of weapon can you use?
SN: There are eight different types of
weapon, which you keep with you
throughout the ganne.
SPECIALffEECrS
DCM: Sega initially thought that all
Dreamcast titles would run at 6ofps. but
that's not the case for Blue Stinger, is
it? Why's that?
SN: We use a refreshment rate of 3ofps.
We could have used 6ofps, but because
we wanted to display lots of creatures,
we had to rethink things.
DCM: During your time working on
Dreamcast development* what have you
found to be its strongest feature?
SN: The number of polygons it can
display is important, and there's also the
lighting effects. It's also very easy to
develop on Dreamcast; there's good
support and some good libraries. There
are also some impressive sound filters.
DCM: So what kind of lighting effects are
you using in the game?
SN: Basically we use two sources of
light. One is 'Nephilim'[a flying female
character], who is a moving source of
light. After that we have the weapon
effects, and we also have the regular
map's lights. But for realtime lighting we
use Nephilim and the weapons.
DCM: Do you think you're really pushing
the Dreamcast hardware?
SN: It's difficult to say. We're not using
all of its capabilities - for example, weVe
not using the bump mapping, but we are
using the lighting features. There are
always many different ways to use any
hardware. It's actually very hard to
answer that particular question. DCM
^•4
m
ER FOUR YEARS AND 20 MILLION DOLLARS. SHEN
— ^ AIMS TO CHANGE THE WAYYOUPtAir FOR
^.
.{■r. r:
CJt>
WHArS THE
lt*s Shenmue. the most
ambitious (and expen-
sive) adventure title ever
created - to the tune of a
20 miUion dollar devel
opment budget and four
years of painstaking
work by Sega's leg-
endary AM2 division,
headed by Yu Suzuki.
WHY/mGHTIT
Shenmue has the poten-
tial to utterly smash the
mold with its deeply
immersive environments,
captivating characters,
and the ability to convey
human emotion far
beyond the means of
other game before it.
WMYMiGHTlT
Shenmue may prove to
be too ambitious. It
attempts to etude nearly
every notion there is of
what an adventure title
should be. and. as a
result, may ultimately
seem too foreign (and
even cumbersome) for
many players to enjoy -
or comprehend.
Originally known
under the working
title of Project
Berkeley, Shenmue
began Its life long
before Sega man-
agement introduced Suzuki to its pro-
posed Dreamcast specifications nearly
four years ago. Suzuki has said that
the desire to create an epic adventure
game had always been with him - he
just didn't have the canvas on which
to realize his dream until Dreamcast.
Each character in Shenmue is con-
structed from thousands of polygons
each, down to their individual finger-
nails and teeth ("kkr- Ed), and its
some 1,200 rooms and locales are
exquisitely detailed - carpets have
individual weaves, cherry trees boast
thousands of petals, and tiny crea-
tures scurry about the place, further-
ing the already immersive atmos-
phere. Suzuki and crew have also
painstakingly motion-captured both
actors and trained martial artists to
provide the eerily life-like movement
of Shenmue*s cast.
realism, along with (drum-roll, please)
what Suzuki - and more than one
physicist - refer to as the fourth
dimension: time. Few games have
accurately portrayed the passage of
time, and even fewer have attempted
to give it influence over gameplay.
Shenmue aims to do both. From shop
keeps to key players, characters will
keep their own schedules, so you'll
have to learn them - and act accord-
ingly - in order to accomplish many
tasks. Ryo Hazuki, the game's central
character, can also accrue damage
that will take days (and sometimes
weeks) to fully heal, thus hampering
his ability to travel and fight. Of
course, the passage of time will be
compressed, so as not to keep you
laid up in a hospital bed while Ryo's
recovering, or sitting on a steamer for
a week to mainland China. Or. for
example, going slowly insane at the
Japanese equivalent of the DMV.
mv-
I5ARE
mmi
Realistic weather (which Is modeled
from actual data on the game's locales
over the past 20 years) adds to the
Sound is an area that has received
equal attention. An entire symphony
orchestra has been hired to record the
game's soundtrack, and some of
Japan's finest voice actors brought on
to give believable personalities to over
a dozen central characters.
Suzuki proposes to afford players ulti-
mate freedom by giving them the abili-
ty to travel to and explore almost
every area of the game at will, achieve
many objectives in non-linear fashion,
speak with any character, and interact
with countless objects. There will of
course be a strong plot thread, so as
to keep you on track toward the ulti-
mate outcome, but Shemmue is more
a living, breathing experience than a
scripted play.
When searching rooms or manipu-
lating objects, the game switches to a
first-person mode. The AM2 staff have
digitized and motion captured a
model's hands to create this on-
screen, and the effect of them rifling
through cassette tapes, grabbing a
flashlight, and dialing telephones is
almost akin to real life.
Environment and atmosphere
aside, the true meat of Shenmue will
be in its four primary gameplay
modes: Quest, Quick Timer Event,
Quick Timer Battle, and Free Battle.
Quest is just about how it sounds;
explore lavishly-detailed locales and
achieve numerous goals, whether it be
to deliver items from one character to
another, or track down a specific per-
son who may hold clues to your next
each of its hundreds of locatfons
uat signposts. Environments, such
gty detailed, from the placement of bultdln^ all the way down to mdhrfd
e. will be rendered in real time by Dreamcast's powerful ^D hardware.
course of action. This is also where the first-per-
son mode will come into play - approaching use-
able objects and entering certain rooms will
bring your hands into view, giving you a Ryo*s-
eye perspective and complete control. In Quest
mode. youMI also have the ability to take part in
various sub-games within the grander adventure,
including - but not limited to - part-time jobs
(youMI need to earn enough money to afford the
ticket to mainland China) and even re-creations
of classic AM2 arcade games.
'^HEOi//C/r&r##EDEAD
Like Sega's own Die Hard Arcade, QuickTime
Events and Quick Time Battles require directional
commands and button presses on your controller
in accordance with flashing on-screen prompts.
This form of play will be most often used in the
game's more elaborate fight sequences, and well
as mad dashes through city streets, balancing on
rafters, and other timing sensitive scenarios.
Free Battle is self-explanatory - you're able to
take out your aggressions on the bad guys in
Virtua Fighter-style real-time. In this mode. Ryo
has the ability to punch, kick, guard, parry, and
block.
The end result is an experience totally unlike
that of any adventure title before it. so much so
that Suzuki has coined a new term to describe
his treatment of the genre: FREE, or Full Reactive
Eyes Entertainment. Or. if you prefer planet
Earth-speak, it's his hope that, by seamlessly
ROUN
SUZUKI
R&D division, the
group responsible'
played arcade titles th« s?de of Pac-Man.
Shenmue is his first high profile console
project, and he has lived and breathed i'
for almost four years now.
Finest Hour
AM2 s sempai has conjured up some of
the coin op world's biggest games
Space Harrier. Out Run, Daytona USA
but his crowning achievement is the
Virtua Fighter sef\es. one which re
defined the fighting genre with each sub
sequent installment.
Don't mention
g^
r-f^^.
Why?
It was his first stab at a console RPG.
and his naivete in the field shone
through. He subsequently dropped the
pixies, and got back to more visceral p
What's next?
When not been burning the midnight o
on Shenmue, Suzuki has been seen tin
kering with his newest arcade racer, the
Naomi board powered Ferrari fj55. due
Shenmue's cinematic sequences are produced entirely in realtime so, as Suzuiti is keen to stress, there is never a discernable shift in visual quality between gameplay and story elements
"'(8
i^
^1
» ,^
II
integrating these elements, Shenmue will truly
become the sum of its parts - and if the finished
product is anywhere as groundbreaking as but
one of its facets, those 'killer app* pundits will
not only have their cake, but eat it too.
By the time you read this. Shenmue will have
been split up into two chapters, the first of which
being nearly finished and scheduled for Japanese
release on August y Sega of America itself has
confirmed that the game will see stateside
release in 2000. Whether or not both chapters
will be integrated for U.S. audiences remains to
be seen, but one thing is for certain: Shenmue is
coming, and it may very well change the way we
play adventure games - and experience them *-
forever.
Character interaction within Shenmue's world
ranges from conversations with town-follt (top
ISiyto partaking In a game of dice for much-
trivti money (left).
FOR
OUBLE
DCM HAD AN O^^^HTY TO EXPERIENCE
SHENMUE'S COWWflTCTEM FIRST HAND AT THE
RECENT TOKYO GAME SHOW
Sega set up two rows of Dreamcasts devoted to
Shenmue at the show, each demonstrating a dif-
ferent mode of play. Shenmue is unique In that It
is divided Into a number of different game styles
- depending on where you are in the game.
There's the Quick Timer Event mode - where you
just hit a button and the game does the rest for
you - in this case, chasing a street punk through
the maze-like streets of Hong Kong. It feels a lit
tie like an interactive movie (ulp!), but requires
fast reflexes and is incredibly cinematic (phew!)
and offers ample opportunities for Suzuki to
show off his meticulously created street scenes.
Mother and baby obstacles, old people carrying
shopping and workmen • are all positioned to tit-
eratty trip you up. Atl that's missing, it seems,
'■ " • " -ly
across the road with a giant sheet of glass. And.
of course, a herd of sheep.
The biggest crowd gathered around the Free
Battle mode ■ the cause of much consternation
for journalists when the game was origi — "^ '
announced - owing to its absence. For a heart-
stopping month there, it looked as if all the bat-
tles would be decided In the Quick Timer Event
style - merely requiring one or two quick button
stabs to resolve. But no! Suzuki has taken much
of what was seen in coin-op hit Spikeout, and
has included a full Virtua Fighter style battle
system.
Wandering through a dimly lit warehouse,
Ryo is accosted by packs of ruddy-faced bruisers,
of the A-Team rent-a-goon variety, which can be
dispatched with a flurry of kicks and sweeps,
throws and well-limed knees to the groin. After
kicking about 30 flabby butts, the stage is clear.
It's a little easy - presumably to make the demo
accessible to atl, and Like Virtua fighter, the
brawls are as complicated as you want to make
them - a lot depends on how skilled you are with
the controller. Button-mashing gives way to more
elegantly choreographed encounters as your
martial arts repertoire grows. It's vintage Suzuki.
^ ■ early four years in the making. Dreamcast is finally here.
^^^ The latest in a long line of Sega consoles dating back to
■ ^B the early i98os-era Master System, it represents the
convergence of the company's home gaming know-how and
bleeding edge technology from its four partners In the undertak-
ing: NEC, Microsoft. Hitachi, and Yamaha.
Dreamcast has its similarities to past consoles - it still uses
fiamiliar enough controllers (guess that "VR" craze never quite
caught on) and its games still come stored on unassuming, albeit
higher capacity, compact discs. But beneath its pearly white exte-
rior lies a brave new world of earth-shaking innovations and
unprecedented possibilities.
With its Visual Memory Unit (VMU). Sega has given life to the
decidedly two-dimensional memory card concept. Instead of sim-
ply storing games on a boring gray piece of plastic, you'll now be
able to interact with it. Whether exploring dungeons from your
favorite RPG or tuning up that new race car you just won, it's all
possible - and while on the go, no less.
II I I I I I I I I I I I I
'I
I I I I I I '
•••
•••
•••
Hi
►••••••
»••
»•••••••
^9 #•####
»••
>••
»••
»••••••••
»••••••••
••••••• •••••••••
••••••• •••
••• •••
•••• •••••• ••••
••••• •••••••• •••••
•••••• ••• ••• ••••••
•• ••• ••• ••• •• •••
••• ••• ••• •••
••• ••• ••• •••
Hi in ni m
•••
•••
•••
••••••
EVERYTHING YOU EVER WANTED TO KNOW
ABOUT SEGA'S POWERFUL NEW CONSOLE
STORY BY: RANDY NELSON
Dreamcast is also the first internet-ready console, thanks in
full to its built-in 56k modem. Browsing the web from the comfort
of your couch is one thing, but how about going head-to-head
against your loudmouth buddy across town (or the country) in a
match of Sega Rally 2 to settle that "who's the best driver" bet
once and for all? And if you lose, you can always blame your six-
year-old nephew Urkel who "just picked up the controller" while
you were in the bathroom.
But it is the capacity to evolve that is perhaps Dreamcast's
most intriguing facet. More so than any other system before it,
Dreamcast can accept a myriad of future expansions and
upgrades. DVD movies in your future? Digital television perhaps?
Or how about some extra memory to make your games look more
real than real? Dreamcast can. and will, handle it all.
In the following pages, we'll give you the lowdown on exactly
what to expect when Sega welcomes us all to the next level this
fall. So sit down with our feature and take some quality time to
get to know your Dreamcast.
Videogame consoles are ultimately
the sum of their component parts,
and in Dreamcast*s case they're stag-
geringly powerful. Here's a break-
down of the bleeding-edge silicon
under the hood of the most techno-
logically stunning - and damn good-
looking - game system ever.
V « 1
t\
lllllllllll
^r
FRONT
A: CONmOLLER PORTS
No cutting-edge console would be worth its
salt without more than two controller ports,
and Dreamcast as it just so happens boasts
four - perfect for multi-player games. But
these aren't your average sockets. They can
send data in two directions, paving the path
for such advanced peripherals as printers, dig
ital cameras, or perhaps even a 0| style
turntable.
TOP
B: GD-ROM Drive
Oreamcast's innovative CD unit runs at 12 times
the speed of normal CD-ROM drives and boasts
nearly twice the storage capacity - 1 Gigabyte
of data in total. This means you'll see lighten-
ing-fast (or often unnoticeable) load times, and
won't be swapping discs as often for longer
and larger games. Of course, it will still ptay all
of your favorite audio CDs too.
C: Eject Button
When pressed, this button makes the
Dreamcast open wide for insertion of games
and music CDs. Mind your fingers as the discs
spin down after playing though - it's nearly like
a saw blade at i2x speed.
D: Power Button
Pressing this magical button will cause
your system to sprout wings and fly
around the room frantically, lust kid-
ding... it just turns the power on.
By now, youVe probably noticed
that Dreamcast is missing a reset but-
ton. To reset your game in progress,
simply hold down all four action but-
tons on your controller (A, B, X, and Y)
and hit Start. Viola!
BACK
E: Modem Port
This port serves dual purposes. Firstly, it's
where you attach a cord for connecting
Oreamcast's modem to the phone jack on your
wall. The modem itself can be removed for
replacement with a faster model in the future.
Alternatively, this is also where undisclosed
future upgrades will connect, sliding in under-
neath the system and offering their own exten
sion slot for accommodating the modem.
f A/VMulti-OutPort
Here's where your four video output options are
connected: S-video. composite video, an RFU
adapter, or the exceedingly high quality VGA
Box.
G: Serial Port
Exact purposes of this smallish port have yet to
be revealed, but it's likely that Sega's proposed
Local Area Network adapter (an add-on for set-
ting up your own multi-system, multiplayer
games at home) will connect here.
^
n
A
Light Gun
From: Sega
Prict: Packed-in with Hou^ of
the Dead 2. %n (^3800) sepa-
ratelv
Mmm: Out Now Oapan)
Coiiip«tlblt Gwntt: House of the
Dead 2
It's the Dreamcast Light
Gun, the most innovative
videogame blaster in the
world. Do you feel lucky?
You should, because its pin-
point accuracy is second to
none, and its built-in direc-
tional pad will undoubtedly
open up a whole new world
of possibilities for light gun
shooters. The least of which
being the ability to actually
move around freely inside
the game world white blast-
ing away with a "real" gun.
Keyboard
FroM: Seta
Price: $33 O'jaooJ
Out Now Qapan)
Hwf i. OflMm
Pmspoft, WebTV browser
Surf the web in style - or at
least a lot more effectively
than you can with a con-
troller. Featuring all the keys
and doodads you'll find on a
standard computer key-
board, the Dreamcast key-
board also boasts a number
of shortcut keys designed
specifically to make using
the system's bundled inter-
net software easier to navi-
gate by automate the typing
of such common things as
"www" and '.com" for web-
site addresses.
T
Controller
Compatible Games:
What you're looking at represents the absolut-
peal<. of perfection in videogame control - it
looks great, works great, and is incredibly
comfortable. Not unlike other modern con-
trollers, Dreamcast's boasts two control pads,
one analog and one digital. Four action but-
tons grace its face, accompanied by two fully
analog shoulder buttons. What make
ist's pad extra-special, however, are its
Msion slots The topmost one is
■ MVMw*. J primarily for holding a VMU: the
lower one. while it can hold a VMU as well, will
most often be where you'll slap in a Puru Puru
ick for force feedback effects.
i
rrrn rrrn rrr ri EEi
1 i 1 1 1 1 i 1 1 1 i 1 i i
v ' i'iyViV. '. ' . 'iiv
ill I I I I I I ill
II II I- I ITTT
^
Visual Memory Unit
(VMU)
From; Sega
Prko: $33 (V3800)
Reltast: Out Now (Japan)
CompatlMt GamM: All
Dreamcast's most unique
peripheral, the VMU is more
like a smallish hand-held
game system than a memo-
ry card, although it can be
used for saving game data
(128 blocks worth in all).
Central to the VMU's
remarkableness are its
diminutive LCD screen, con-
trol pad, and action buttons,
which enable you to orga-
nize data, and. more impor-
tantly, play mini-games that
can be downloaded from
many Dreamcast titles.
Arcade Stkr
From; Sega
Prke: $50 (V^8oo)
Release: Out Now Oapan)
Compatible Games: Virtua
Fighter jtb. Power Stone, Marvel
vs.Capcom
For true arcade-style con-
trol, there's no substitute for
having an actual arcade con-
troller - or, in this case,
something incredibly close.
Modeled after Sega's own
arcade cabinets, such as the
one used for Virtua Fighter
3. the Arcade Stick is as
close as you'll get to the real
thing without buying a
$3.ooo coin-op unit. It's also
especially heavy, with a nice
weighted, metal base, and
features a built-in VMU slot.
T
SONIC4l>I^IV7Z/iZE
B ^ ^ith a distinctly Gen Xatti-
Um^M ^"^^ ^"^ ^ talent for
WmWw hurtling through side*
^ ^ scrolling space at the speed
of tight, Sonic has gone on to capture
the imagination of millions around the
globe* joining the ranks of Mario and
recently inducted Crash Bandicoot as
having one of the most recognizable
mugs in videogames. With the launch of
Dreamcast in japan, hishedgehogness
has arrived in style for his first truly 3D
outing. As startling a change as this may
be for a series so firmly entrenched in
side-scrolling
ideology, the result is a visually stunning
experience with some equally amazing
gameplay.
Under the direction of series creator
Yuji Naka. Sonic Adventure gets off to a
blazingly fast and fabulously familiar
start. All of the quintessential "Sonic"
elements are intact, as a run-through of
the first stage. Emerald Coast, confirms:
gold rings to collect, cute enemies to
bonk on the head, red bumpers that
launch you into orbit, the super-spin
dash, and most importantly, tear-induc-
ing speed- and it's all in beautiful 3D.
Right away you know youVe entered
a new world of gaming, full to bursting
point with silky-smooth animation,
incredibly realistic scenery and flawlessly
designed levels. Sonic has indeed come
a long way since the Genesis. From the
visual depth of each environment to the
subtle animations of all the objects on
each screen, this game must be seen to
be believed.
Sporting bright, colorful textures and
completely smooth 3D polygons, each of
the six playable characters in the game
are rendered with crystal clarity (get to
know the different characters on page
26) and the stages are equally impres-
sive looking.
Each consists of three essential ele-
ments. There's the exploration parts,
where Sonic runs around looking for
shortcuts and secret areas (of which
there are many) and - most impressive
from a speed standpoint - the gravity-
defying tracks that house super-speed
launch pads that rocket the blue fella
HEMJM^^
The most t>asic move in the
book, Sonic'S jump move has
been enhanced to help him navi-
gate the brave new world of 3D.
Jumping by pressing X. then
pressing jump again at the
height of Sonic'S leap allows him
to do one of two things: home in
on the nearest enemy for a good
bashing or jump dash to cover a
greater distance more quickly.
Sonic*s dash move is little more
than a way to get around town
or stages more quickly. Pressing
and holding the B or X button
powers up your dash. Releasing
It sets you on your way. Only
until you get a hold of the Super
Spin dash will this move be of
any real use against enemies or
in specific environments.
After Sonic picks up his first
upgrade, the super speed
shoes, he's then able to really
pack a punch with his Super
Spin Dash with the B or X but-
ton. With each upgrade, Sonic's
spindash will become more use-
ful in the action stages by allow-
ing you to power up and cross
large gaps in the ground by fly-
ing over them in a straight line.
HEC>L.,wi..581UFn
An ability only accessible to
Sonic during the adventure seg-
ments of the game, you'll need
to carry things like keys from
one area to another in order
with the Y button to unlock new
stages. This skill shows Sonic's
increased interaction with his
surroundings and even lets him
cuddle a bit with his Chaos. Is
this really a good thing?
DEVELOPCR:
Sonic Team
PUBUSHER:
Sega
ESSeMnMLB
VMS: Yes
Players: 1
Online: No
Peripherals: VMS,
Puru Puru Pock
ESRB: E
Origin: Japan
V
Price: 5800 yen
2S
r
WHO'SIVHO
t>x2g^ ^^TAILS
AblUtlat: Flying and racing different characters
through each level
Goals: Finding short-cuts to outrun opponents
B«t lav«l: Emerald Coast or Sky Deck
If ht wart a Shnpaons charadar, lia*d bt:
MflhouseVanHouten
wm
^KNUCKLES
(: Echidna. An anteater with a single ori-
fice for expelling waste and fluid. Ick.
Digging, climbing and gliding
(: Find hidden locations of Emerald pieces
in each level and make a whole gem.
BasI IcvaC: Casinopolis
Simpson's countarpait: Nelson Muntz
wm
AMY
Hedgehog
: Double jump w/hammer blow.
Outrun Eggman's robot through levels
equipped with her glorious Hammer of Love.
No, seriously...
Bast laval: Twinkle Park or Hot Shelter
Simpaons counteqMit: Jessica Lovejoy
BIG THE CAT
Take a big fat guess
: Very few. Fishing, if you must know
(: The obligatory "fishing element" in every
Japanese game. Fish to rescue his pet frog
Boat Icval: Hot Shelter
SiMpsons counterpart: Barney Gumble
E-102r
Sentry Robot
: Super IMulti-targeting Blast
t: Save as many animals as possible from
each level, while destroying evil sentry robots
all under a time limit
Boat lawal: Red Mountain
SiMpsons counterpart: Professor Frink
KM CMMtorpwt: Randy Nelson
SUPERSONIC
AMUtlas: Invincibility
Goals: Destroy Perfect Chaos and amass rings to
maintain super powers
V.
J
(Top) Sonic gathers with Knuckles, Tails and Amy in a special ending to take down
Perfect Chaos. Bring on Super Sonic! (Right) E-io2 takes a stroll around town; (cen-
ter) Frog-catching in Emerald Coast; (bottom) Tikal. the Chaos Emerald guardian
along like a bullet train. For a change of pace, there are
also a number of sub-games that range from snow-
boarding, to pjnball simulations (guess who's the ball?)
to a "whack-a-Mole-type game with Amy. Even when
youVe completed a stage, you can always play it again
another way to get just a little more out of it.
The level design is further enhanced by certain
moments of blissful spectacle. From a killer whale
chase in Emerald Coast to Wind Valley's dizzying torna-
do, complete with a vortex of brilliantly rendered
leaves. Sonic Adventure wields flash and function with
equal skill.
TQffOI.DI.rQO
While stellar visuals go hand in hand with introducing
Sonic to a more powerful system in Dreamcast, the
gameplay in Sonic Adventure also takes a bold leap in
a new direction as well. Sonic not only receives the gift
of gab (with full voice tracks), but he's also able to use
his newfound voice on the characters roaming the fic-
tional metropolis. Station Square. Here you're required
to interact with other characters, read signposts and
carry out minor tasks in order to progress. In fact, a
good bulk of the challenge within the game is finding
each of the
level entrances
hidden
throughout
Station Square.
You'll need to
complete the
levels in a specific order to access each successive
stage, giving the game a strictly linear structure.
CHAOTIME
But Station Square isn't just for seeking out new
stages. You'll also be able to visit the Chao Gardens.
where you can participate in the raising, breeding and
training of the Tamagotchi-style Chaos. Think of it as an
introduction to virtual pet sims, Sonic-style. (More on
Chaos in the sidebar "Chao Baby' on page X)(X).
Controlling Sonic in his 3D universe is surprisingly
smooth allowing you to get a good grasp on navigating
both depth and direction without any problems. The
layout of each level takes the pressure off the controls
by defining the actual room you have to move around.
By using elements such as water, lava or umpteen mile
drops to surround limited areas, you'll have a good
Emerald Coast, your starting point In Sank Advtniun, is a showcase piece with plenty of dazzling sights and breakneck sp e e d.
26
CHAOBABY!
Not only will these little creatures give
you hours of love and entertain
ment, they'll also give you a
damn good reason to use your
VMU.lt can be a bit tricky- so
here's a mini-guide to parent -
7 How do I get started?
First, you must f1fi4 some eggs.
There are two pastel -colored ones sitting in the
Chao Garden in Station
Square that can be I
» • - 11
^ How do I hatch
eggs?
Very carefully. Chaos |
are very sensitive to
your actions, so it's best to avoid dropping or
throwing an egg. Hatch it nice and slow by first
picking it up with the Y button, then holding the
button down and pressing any direction on the ana-
log stick. You'll begin caressing the egg, coaxing
out the Chao. Once you set it back on the ground, it
wilihatch.
Y What should I do with it once it hatches?
Pay close attention to how it acts each time you
visit. At this early stage in a Chao's life, you can
assimilate different animals with it. This can be
done by freeing some of Robotnik's animal slaves
in different stages then returning to a Chaos
Garden. The animals will automatically be freed
into the area and you
can then pick one up i mw
and bring it near a ^^^^
Chao. The Chao will
then nuzzle the animal,
delightedly, and possi- ^
bly take on some of its
characteristics (so best
to avoid to close associ-
ations with , say. Echidnas...). You can also feed
your Chaos by shaking down coconuts from the
trees In the garden.
' Can you mate Chaos in the gardens or only on
•he VMU?
You can mate them anywhere, but preferably not in
public. Set two adults next to one another in order
to let them get started and if successful, they'll
produce an egg!
~ I What can you do with the VMU in all of this?
Train, train, train! By moving a Chao to your VMU,
you can participate in a number of games that will
boost your Chao's stats . The mini-quest will
improve your Chao's abilities so it can win in the
Chao Races.
Sonic Advtnturc managts to Indudt not
ont... not two... but countltss of thost
elushrt "gaming momtnts.**
idea as to where you can or can't
go. But. you also never feel too
restricted when roaming. Each
environment succeeds in feeling
incredibly open, whether your red-
sneakered feet are zipping along a
set track as Sonic or you're fishing
in a pond as Big the Cat.
While some gamers may have a
distaste for the speed-factor in Sonic
games, claiming that it feels too much like you're being
led around by the snout, rather than forcing you to use
any real skill, the speed segments in Sonic Adventure
avoid feeling too scripted. Level designs are paced well
and include enough variety to neatly sidestep this prob-
lem.
CAUGHTO/VCAMERA
The same cannot be said for the game's camera.
Nicknamed "Gammy" around the office, the camera sys-
tem has a bad habit of taking on a life of its own at
times. Due to the speed of Sonic himself, you'll find
Gammy lagging behind or getting stuck at the most
annoying angles. Not just annoying, the experience can
leave you disoriented. Imagine cruising along, collecting
rings on a steel platform - next, you're staring, bald-
faced at the backside texture of a wall with absolutely
no idea where you are or where the hedgehog has gone
off to. Imagine if this kind of thing happened in the
movies. You're watching the T-Rex approach the
upturned jeep in Jurassic Park, when suddenly the cam-
era gets stuck behind a giant green fern with a tiny bee-
tle on it. And the camera stays there until the scene
ends. Aargh!
While this doesn't happen too frequently, some
stages seem worse off than others (cough... Sky Deck...
cough... Emerald Goast). Though the problem is forgiv-
Dramatlc camera angles work both for and against Sonic Adventure. Thankfully, itil
be **ooh'^,** not "aarghs" that you'll find yourself saying more often than not
able in the face of the game's abundant strengths, it's
lucky for us US gamers that the cameras are being
corrected for the domestic release.
BUGGINOI/r
But the camera problem also highlights another of the
game's few (but significant) weaknesses: bugs. Clipping
through certain corners in the environment (parts of the
scenery suddenly disappear and then re-appear without
warning), as well as some rather dodgy collision detec-
tion take a little of the shine off the otherwise gleaming
surface of Sonic Adventure. To be absolutely bowled
over by the beauty of a waterfall one moment, then
falling through a wall for no reason to an untimely death
the next, is sure to spoil the mood. Once again, you'll be
relieved to know that this will all be corrected for the US
release.
Despite these problems, however. Sonic succeeds in
delivering a fast, furious rollercoaster ride with enough
depth and beauty to dazzle even the most jaded gamer.
It's not the only reason to buy a Dreamcast, but it's a
damn convincing one.
FkANCESCA RSYiS
# -Brilliant tov«l ctoslgns
9 'Baaiitlful graiililcs
O •"Cwnmy's** flekis liahavlor
O -Buggy araas datraet from gamaptay
8
27
DREAMCASTO/VI/yVE
GETI7£>IDy/
DREAMCAST GIVES YOU THE WORLD!
ikes it easier thai
Dreamcdst's built in modem makes it easier than part in massively multiplayer online games. DL
ever to access the internet, whether it be to send e- Nation is your monthly guide to not only DCM's web
mail, browse the world-wide web. or. best of all, take site, but all things Dreamcast online.
• 3 - ^ - ■ « I
Ca»A7=»5«9B
BATTLE TMH llMMttT
ONUNE
Stga^ orlfinal online Mnrkt. Drfcu (top Itft). vvont llvt in
Novtfflbcr 1998 and serves as a one-stop Information source
for Japanese Dreamcast owners. In addition to dally news and
chat, the sHe offers some more unique features, such as Mall
Chum (top right), a digital postcard service of sorts.
K
EMO
$9ge Rally 2 isn't {ust the first online-corn-
patibie Dreamcast game on the block - it's also DCM's
currtnt favorite. Few things compare to going head-to-
haad against thrao friends (or complett strrngtrs) for
some of the most thrilt-pacl(ed racing avaNaMe any-
where.
In only a few short minutes, you can be up and racing
online too. Simply start the game, select the 'Network
Race* option from the main menu, and enter the name
you'd like to appear above your car whiU racing. Salect
'conntct' and youll be zipped off to Soga^ facing ftrvar
and plopped Into a ctiat room. (Sounds kinda painful -
id)
Here you can talk to other wrould-be racers and sd up
a match. Highlight your three virtual opponents using the
controller and select 'race.' Don't worry if you suck - you
can brush up on your racing skills by following
our in-depth strategy guide that starts on page
30.
ce: YsSon (550)
veloper: Sega
Publisher: Soga
Origin: l.ipcifi
Online: Y» s
Multiplayer: Yes
Peripherals: VMU.
"facing Wheel
i^^^^^H
^^^^^^^^H
^
B' 0/ 1
ft 90 9
m
Jo r» i
"IT
•"-
\ 'i^y-mff^^
QEJ WIRED!
JACK IN
Unlike the movies, plugging the phone
jack directly into the back of your
head won't work. It may also hurt. A
lot. Instead, use the modular phone
cord provided with your Dreamcast to
connect its modem to an open phone
jack, using a splitter (available at most
electronics stores) if necessary.
I SIGN UP
Pop the Dream Passport disc in and
power up your machine. Select
'Getting Started.' fill out all the
required fields, and your system will
connect to Sega's toll-free server and
register itself, as if by magic.
LCX3 0N
Now you're ready to go online for the
first time. From Dream Pa'isport's
main menu, select the 'connect'
option, and your system will dial into
the browser window will open and you
can start exploring the net. A whole
world of educational information will
then become available to you. That
.ind 200 fan sites devoted to Pamela
Anderson Lee's 'considerable talents.
DREAMCASTO/V/.//VE101
WORLD WIDE
WHAT?
Unless you stopped
keeping up with cur-
rent events around the
same time Walt Disney
did. you should
already know what the
World Wide Web is.
just in case you don't.
It's a network of web
'sites,' each comprised
of 'pages.' On these
movies, information
some relating to
videogames and some
not. It's basically the
internet. What's that?
TWO WAYS
TO BROWSE
getting around is via
Sega's Dream Passport
software, which was
included with your
Dreamcast system. It
sary features for
accessing websites,
viewing pictures,
watching movies, and
downloading VMU pro
grams. Once more,
Hollywood has duped
you. Unlike the
movies, surfing the
web does not involvr
lots of world maps, or
'hackers* playing cat
and mouse games
with clumsy Feds. And
everything takes ages.
An alternative to
Dream Passport,
Microsoft's WebTV
software must be pur
chased separately, but
simplifies the web
browsing process by
easier-to use interface.
Everything still takes
ages though.
IN TOUCH
Both browsers also
provide access to
three other key areas
of the internet: E-mail,
newsgroups, and chat.
E-mail lets you
exchange private mes-
sages with others,
newsgroups (also
known as 'message
boards') are forums for
posting public mes
sages, and chat lets
you interact with hun
dreds of other people
CONNECTING TO THE OFFICIAL SEGA
DREAMCAST MAGAZINE SITE
After a rousing online multi-player
bout of Sega Rally 2, make a bee-
line over to DCM's online hiome ^»
www.dreamcastmagazine.com
Featuring live events, special
online-only features, and a great
means to interact witfi your fellow
Dreamcast owners, our site is the
ultimate online resource
Dreamcast-related information.
^r
www.dreamcastmagazine.com
ONLINE CONTEST
Simply head over to our site
and upload your best Seffo
Ratty 2 times, and we'll com-
pare them against those of
your fellow readers. If you're
good enough, you {ust might be
able to pull away from the pacit
and win the ultimate prize, a
Subaru Impreza ss5 of your
very own. No. wait! Heck, it's
the dummy issue - for one
month only, the prize for the
fastest Sega ftatty 2 lap time
is... the planet Mars!
PROFILE
^^LIVEI
'■^^k bvery m
■ ^^L event
■ ^r behinc
y B ting-ed
\
■'.LIVE
MONTHLY CHATS WITH C
onth, DCM hosts a live online Blue Stim
eaturing the personalities our site t
J Dreamcast's games and cut- his thoug
ge technology. This month,
X 1/ 1 » r. n
)REAMCAST CELEBRITIE
ger creator Shinya Nishigaki will be live on
3 answer questions, take feedback, and gi\
hts on Dreamcast and gaming in general.
1 ■ . «
s
BOOKIVIARKS
FREE DOWNLOADS AND UP-TO-THE-MINUTE NEWS
Now here's a great idea. Dreamfiles.com allows you Also on our hot list this month is
to download ready-to-go save games for the VMU. web's premiere fan-operated Ore
Can't seem to unlock that secret character in Power interviews, reviews, previews, co
Stone? Chances are that they have and the save is on it's a site that every Sega fan she
the site. Check it out at vvww.dre.imfilps.com. bookmark cache. Visit them at
Also on our hot list this month is Sega X, one of the
web's premiere fan-operated Dreamcast sites. With
interviews, reviews, previews, codes, and daily news,
it's a site that every Sega fan should have in their
bookmark cache. Visit them at
BALLOTfiOX
HAVE YOUR SAY IN OUR
MONTHLY ONLINE POLL
Want to be heard? DCM's website gives you a
chance to voice your opinions in our monthly poll.
Last month, we posed the question: 'What game are
you most looking forward to on Dreamcast?' and
'Life: What's the point?'
CODE VERONICA
12%
SONIC ADVENTURE
22%
Your overwhelming response would put a smile on
Yu Suzuki's face. Shenmue dominated the poll as
the most anticipated title in Dreamcast's upcoming
lineup. As for the other question...
This month, we want to know what Genesis or
Saturn title you think deserves a Dreamcast update.
From Phantasy Starto Guardian Heroes, there are
plenty to choose from. Give us your two cents at the
DCM site and we'll nost the results next issue.
SIEPONE: LEARN. ^ SLIDE
rowt'f sliilt's tiHtof tuMvily in itijstrf my; Sego /?fl//y 2 Hie most
( rucial thing to remt^mber is the timing of braking and accelera
tion. For optimal cornering, you'll need to keep as close to the
inside of the turn as possible as you enter it. tap everso slightly
on the brake, and then point your car a little further than the turn
in order to slide 'out and around.* Pressing the accelerator while
midway through the turn will keep your car from sliding out too
SIEPTWO: CUSTOMIZE YUUHCAR
Yuut hi >t stt'p should be to lxpliimic:!: ...: . :: i .arious car settings to determini
which ones are right for each course, using the test run option to fine tune them
as necessary before the race. Two fundamental changes should always be made,
however: tires and gear ratio. You'll find that a low gear ratio (two clicks down
from norm.il) usually yields the best results, and you'll want to select 'wet' or 'wi
'gravel' whenever the
We whole heartedly recommend sticking with
automatic shifting until you've gotten cornering
tiown pat. Once you have, manual transmission
tan yield significant increases in acceleration ofl
the st.utine line and after tieht turns.
SJEPTHREE: flNDTHESECREJ yllNt-GAME!
Liitet Arcade Champ
As you approach the
le race as usua
before the secoiii
tint! alone the lefl
both over and you'
lear a tone to
im to the right to fine
't course entrance is
'ga Rally 2 uses the V
a driver name, chat with some pals
Enter the foUowirigcdites fn
at the title screen. Use the
digital Dpad and action
buttons in order to enter one.
To unlock all cars, enter:
UP. DOWN. UP. B. A, LEFT, B,
B. DOWN
To complete the lo Year
Championship Mode, enter:
UP, LEFT. DOWN. RIGHT, B, A,
B. RIGHT. DOWN
Tor 30 Frames per Second.
enter:
UP,A. DOWN, DOWN. LEFT.
RIGHT. B. B. UP
For 60 Frames per Second,
enter:
UP. A. DOWN. DOWN. LEFT.
RIGHT. B. B, DOWN
If you enter the code correctly,
you'M hear a tone afterwards.
I more than simply saving high scores to plan your strategy, and hit the track!
- it stores everything from unlocked
cars to season statistics to entire
race replays on the device, so make
sure you have one slapped into your
controller before playing. If not, -J qq qjj
there's a handy menu that makes saving "0 19 951
and loading crucial data a snap. -^ ,
Online support for the game includes Tfcw^ >»
uploading your best times to Sega's web ^*^ y, '
site, and a superb four-player network
competition mode complete with chat
capabilities for setting up races. Simply
UNLOCK EVERY CAR
TRACKS
DESERT
Quick Tip: It's a good
idea to adjust your tires
to accommodate for the
mud slicks that you'll
undoubtedly splash
through on your way to
first place. , —
MOUNTAIN
Quick Tip: Alternating
between asphalt and
mud, the Mountain track
demands a good set of
tires to combat both sur-
face conditions.
RIVIERA
Quick tip: With its tight
turns and nighttime
lighting, Riviera can
prove to be a racer's
undoing. Try using a bet-
ter handling car for your
first run-through and
adjusting braking and
turning.
SNOWY
Quick tip: Adjust the tire
type to snow/ice and
lower your gears in
order to get the maxi-
mum handling on Snowy
track. Take your turns a
little earlier to start slid-
ing earlier.
"^^H^Wr
\ ---J- Skill level: Morgan Freeman in
Driving Mi^^ Daisy. No. wail I his iv
prelty basic slutf. If you tan win Year
1 you're probably Miss Daisy or ■
maybe just her dog. Keep working... J
- <f|^ Skilllevel: William Shatner in
^^ TJ.Hookef. Driven around by the
heavily blow dried Romano, you still
I need help geltmg out of the car- and
durmg the rate, you're actually
replaced by a stunt double several hundred pounds
lighter. With a beard.
Skill Level: That guy from Di/**/. -*- -
You're making
progress, but you
look terrified. Chill I —
out. Take a load
off. Relax. And try to ignore that 16 wl
er in the next lane.
Skill Level: David 1_
Hasslehoff in
Knight Rider. Man and slightly effeminate
-machine in perfect harmony. You lose points for not doing
your own driving though, for talking to your dash, and fof
needing rescuing every episode by a Trans Am.
Skill level: Owood Blues. Now
you're getting the hang of it. You can
do the shopping mall without ever
leaving your car.
Level: Burt Reynolds in
key and the Bandit. Getting
faster. Whenever you're chased by a
tialfic cop, you tan be sure he'll
wind up in a dutk pond, and then, mom
ously pick a small fish out of his pants.
Skill Level: Speed Racer. You're
thimpan/ee and little kid hiding m
your trunk. You let opponents get
right up on your bumper, then launch suddenly into the ail
as they hurtle unwittingly into the ravine ahead.
Skill Level: Mad Max. Nothing phas
es you. You've mastered the art of
aggressive driving. |ust remembei I —
what you did to the gas tank before
you try to (ill up, or your season may be prematurely over.
Skill Level: Steve McQueen in
Bullitt. You solve the murder, get the
girl, the sideburns, and permission
to never ever smile... ever.
Skill Level: Bo and Luke
Duke. You can drive
! — I pretty good, but you
stupidly welded
the doors shut and took out the windows.
What if it rains, eh? What then? Fools!
Drcamcast 90210? Oh God. no
WELCOME...
....To the Official Sega Dreamcast Magazine- dedicated to the most power-
ful and exciting videogames console in the world. Armed with a laSbit
graphics engine and a modem that will allow you to surf the internet, play
massively multiplayer games and even e-mail your buddies- Sega
Dreamcast is in every way a next generation entertainment platform.
It deserves a next generation magazine.
Like the system, we're ahead of the game. Dedicated to bringing you the
complete world of Dreamcast every issue, our promise to you Is that we will
woric tirelessly for the biggest exclusives- never flinching from aslcing the
tough questions and never ever taking the PR line. We promise to furnish
you with only the very best demos on our exclusive GD-ROM so that you can
play before you pay and in our reviews we aim to set a new standard.
We will never review a game until it's completely finished. And when it
arrives in the office- we won't score it until we've played the whole thing
through- from the start menu to the end sequence.
But we're official, so we can't say what we want, right? Wrong. This maga-
zine carries the official license from Sega because that's the best way to
give you, the reader, the best value every issue. It means we can provide you
with a disc full of free demos and uninhibited access to Sega's legendary
and world-class development studios, it gives us the back-stage pass- and
that's better for you. But the door only swings one way. Sega has absolute-
ly no say in the content of this magazine. We are editorially independent-
beholden to no-one. We answer only to you.
So once again- welcome. Enjoy this sneak preview and join with us in look-
ing forward to Septmeber, when the world's most powerful console hits the
stores* coincidentally enough, just in time for Issue One. Looks like
Christmas is coming early...
Simon Cox
Editor In Chief